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FIDAdmin1
#21 Posted : Thursday, July 12, 2012 9:27:20 PM



Head Staff Medal: Medal rewarded for being part of the Head Staff at Footballidentity

Rank: Administration
Joined: 4/1/2009
Posts: 7,240
Points: 16,836
Location: Malmö
Momentum Release getting closer

I think it is time for another one of my blog posts here but it will have to be a shorter one because it has been another long and hard day at work. But today's been an exceptionally good day because today we put together all the different parts of the Match Engine that has been worked on separately in order to include the new momentum functionality and we were delighted to find out that it seems to be working exceptionally well. We couldn't see any major bugs during our first hours of testing. Of course there's a lot of balancing to be done and the AI needs to "understand" that it is now dealing with a new force called momentum, but those things are all part of the work we want to involve you guys in and therefore we believe we are very close to releasing this version of the ME on the testcenter. Who knows maybe even next week! But until then we intend to record a video of a battle between FIDAdmin (controlling bots in team 1), FIDAdmin1 (controlling a player in team 2) and FIDAdmin3 (controlling bots in team 2) in the new Match Engine tomorrow. There will be blood! ;)

On top of this we are also happy to have implemented a few other nice features that we hope will make journalism a bit more appealing. It's not huge changes but still quite nice we think and hope they will be appreciated. These features are coming as part of the work we are doing on FIDA pages and had to be done anyway in order for the news pages on FIDA to use them properly.

With regards to FIDA pages we know we are delayed for sure. We are however working hard on it and we are getting closer to a first version. There is not a huge amount of things left to be done. Its mainly poll functionality and some basic parts of IFIDA/CFIDA main pages and the news pages but otherwise a lot of the tools in the background and FIDA forums have been finalized. We are not yet able to give you a new estimated date for the FIDA pages v1 and the reason for this is that we are currently approaching vacation season as you know and we are still trying to find out how to plan our work in the best way so that we do not lose time and speed on these things. When we feel comfortable about a estimated date we will bring it to you but at the moment we simply don't have a good date.
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FIDAdmin1
#22 Posted : Monday, August 06, 2012 4:09:55 PM



Head Staff Medal: Medal rewarded for being part of the Head Staff at Footballidentity

Rank: Administration
Joined: 4/1/2009
Posts: 7,240
Points: 16,836
Location: Malmö
Month of August - Busy busy times...

So, the Admin and Development team is extremely busy right now and we have a lot of exciting stuff going on. Momentum, FIDA pages and also a major change to the translation process at FID is the main focus at the moment...

Momentum

We've taken on-board a lot of the feedback and input that we've received from you guys and of course (not surprisingly) a lot of the input received was surrounding the bugs that we already knew about when we released this (we preferred to get it out there sooner rather than later in order to speed up the process and start gathering input from you guys). We hope to be able to release a new version on testcenter this week or the next, containing improvements in the following areas:

- Bug fixes related to movement with ball (it was too short)
- Bug fixes related to momentum calculation during no action
- Some tweaks to momentum that we believe will make it better in all areas when it comes to how much a player can move in different directions both with no/little momentum and with max/a lot of momentum.
- Added the "slider" (mentioned some time ago) which will give users the possibility to select a "default momentum" that will kick in if a user does not decide a momentum at the end of his decision phase.

FIDA Pages

We are working hard on getting FIDA pages version 1 finished during this month. The first version will include all features necessary in order to enable FIDA organizations to be established. The FIDA pages will initially include the following features:

- FIDA main page (Info and stats about the FIDA as well as summary of latest news from the FIDA)
- FIDA Members area (forum and polls available to FIDA members)
- Internal FIDA Pages
-- FIDA Control Room (Pending actions list, action verification functionality and action history)
-- Organization tool (Appointing/Firing representatives and handling their user access rigthts (what tools to have access to))
-- Communication tool (Greeting message (sent to new users from that country), Press Release creation, Newsletter sendout (to all members of the FIDA), Mass Message (messages that can be sent out to all or parts (specific character types in specific teams/divisions etc) within the league system of the FIDA).
-- Poll functionality (Polls will carry a huge importance to the work of the FIDAs, in the future no important decisions/actions can be taken without having a valid poll behind it).
-- Internal FIDA forums (being able to communicate within the own FIDA organization or with other FIDA organizations (learning from eachother and discussing important decisions)).

Since the release of these features is now not far away we will now start thinking about how to implement the FIDA structure. We believe that we as Admins will sit as "President" in International FIDA to begin with. We will most likely bring in users such as Head GMs, Head Moderators and Head Translators into this organization (those roles will most likely have permanent roles in the IFIDA organization) and then we will take it from there. The goal of course is to be able to put a real President in place in not a too distant future, who can start developing the organization from that point onwards. We as admins will still be part of that organization of course but no longer as the presidents.

We are also thinking about how to quickly get up to speed on a National FIDA level and we are thinking of maybe asking one of the UFIDAs to become a "pilot project" that can be established quite early and that can help to test and tweak the FIDA functionality with us.

Hugely improved Translation Process

Our translation process up until now has been completely disgusting to tell the honest truth. There has been a mess with files being sent back and forth between admins, translation coordinators and translators and the merging of new text has been almost impossible. We understand that a lot of you who wanted to help out early on with translations lost all hope about this very early on and we fully understand that some of you never returned our calls after having received the mess that was sent out to you. We are truly sorry about this and hope that some of you who wanted to give it a try early on will now find these news very exciting and that you may want to come back and give it another try...

We have found an online base software that we can quite easily (with very little modifications and involvement from our developers) change to fit our requirements. This software will make it possible for translation coordinators and translators to work online with their translations, saving the files direction in their browser and having them published in an isolated translation site that will enable them to see their translations before they go live. The tool is very simple to use and it directly indicates what fields that need translating. It's safe to say that this will make translation 20 times easier than before and we hope to have it released within a week or two from now.

This means we will soon start looking for Translation Coordinators for ALL languages, also those languages that are currently not translated (but of course not for those few languages where there already is an active coordinator).

Edit: Thought I should just underline one thing that has caused misunderstandings in the past... the translation tool is mostly a standard software that is setup by members of our team that do not have skills to take part in the development of for example FIDA or Momentum. The development needed is very little and it will not consume any noticeable resources used to finalize FIDA or momentum smiling
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FIDAdmin1
#23 Posted : Wednesday, September 05, 2012 9:52:13 PM



Head Staff Medal: Medal rewarded for being part of the Head Staff at Footballidentity

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Joined: 4/1/2009
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Will you play for your national team?

As we are currently working heavily on sorting out the few remaining bugs in the big upcoming FIDA (version 1) release we also need to start thinking about the next step that is to follow. Momentum is a track on its own and with the first version around the corner we know that the Match Engine developers will continue working on version 2 as soon as possible so there's not much of a decision needed in that track. But with regards to site-development it has always been a question of 2 alternatives. First alternative is to extend the FIDA Pages further with League Maintenance tools that allows FIDAs to perform certain practical tasks related to the league systems (tasks such as moving teams between leagues etc). The second alternative is to start working on a Tournament Center which will allow for FIDAs to create tournaments such as World Cup, Euro Cup, Champions League, National Cups etc.

Now, we are happy to announce that we have taken a decision with regards to what's going to be our next focus and it will be the Tournament Center.

With FIDA pages v1 in place (hopefully released next week) we will have everything in place for the FIDA organizations to start organizing themselves. With the advanced communication tools and poll functionality they will also have everything required to really start working. Important decisions can be voted upon by the FIDA's members through polls, and communication of important deadlines and decisions can be done through the communication tools. The only thing the FIDA's can't do is to get the decisions enforced practically since they don't have any tools to do so yet. This is where we have realized that we as Admins can help with these tasks (tasks that falls within the upcoming FIDA framework of course) and perform them semi-manually to begin with (using excel templates etc. that can be sent to FIDAs that need to have certain practical tasks performed). This will of course mean a bit more effort from our side but at the same time it allows us to focus on building the Tournament Center which will really bring a huge new aspect to FID with national teams and further club-tournaments, without hinder the FIDA's possibilities too much.

With the first version of FIDA pages in place we have most of the things necessary to reach the goal of for example World Cup competitions in FID. We of course will have to add functionality for maintenance of National Teams. We need to make it possible to initiate national teams in FIDAs that has reached a point of activity where it is suitable, we need to have functionality for FIDAs to select national manager for their national team (and maybe also national U19/U21 teams etc.) and we need to add functionality for the national managers to pick the squad for the national team. With this in place the "only" thing missing is the Tournament Center which will then bring functionality where FIDAs can setup advanced tournaments with national or club teams.

We will start specifying the remaining National team features and the Tournament Center now and hope to be able to bring you further information as we go... Hopefully we will get up to speed with this just as we have with the other parts lately and hopefully we can see some really exciting stuff with regards to national teams battling eachother out on the pitch quite soon. What do you think... will you be picked for your national team? smiling
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FIDAdmin1
#24 Posted : Friday, October 18, 2013 3:28:13 PM



Head Staff Medal: Medal rewarded for being part of the Head Staff at Footballidentity

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So I wanted to reply to a comment on our Facebook Page and wrote a whole "essay" which seems to be too long for facebook to handle ;) So I realized this essay that I wrote as a reply could very much be of interest to the whole community so I decided to post it here instead since it has been quiet in this blog of mine for way too long now.

Here's a link to the facebook comment that I wanted to reply to by Renan Guimaraes.

The Story Of FID (so far):

Renan, I couldn’t agree with you more; FID would be nowhere near where it currently is if it hadn’t had its community. It is easy to see from “inside and out”. However, looking from the “outside and in” is not always as easy and it is understandable that you make your own interpretation of how things are in the admin team. I wish I could bring you and everyone else into our lives and have a look at how these past years have been but the best I can do is probably to tell you a little bit about the story of FID. The project was started by two persons with a dream. A dream to create a unique online football game based on human interaction, tactical knowledge, teamwork and individual identity. Well, you know all that because you’ve played the game yourself smiling Anyways, in 2007 we had the privilege of finding starting funds for the project (from family and friends) and we decided to quit our very well paid jobs to start the project. Since then we have been (and still are) working almost every waking minute with the project. We have taken out an extremely low wage (less than minimum wage) for 6 years now and some months we’ve even had to do without wages all together. The personal finances aside I think the biggest sacrifice we’ve made is connected to the massive amount of time and energy we’ve spent on FID over the years. It is safe to say that our families and friends have suffered from the project, without a doubt. The numerous dinners that we’ve spent with our thoughts deeply buried in the project instead of the people around the table, the numerous amount of social occasions we’ve turned down due to the project, the non-existing vacations… Well, it is safe to say that the project has become a huge part of our lives, in many ways similar to having another child. We have worked (and are still working) much harder with this project than what anyone would ever expect from any employee and I am sure that many people around us think we are crazy. However, through us our families have seen what we see in this project and in this community. They’ve seen how the game manages to engage and affect people in a way that is so exceptional and our families have always stood by us and supported us, even if it has been hard on them, and we love them to death for it.

So what’s the problem then? If we work so hard why doesn’t the game develop and progress faster? Well, as I said we started out with starting funds that enabled us to put together a team of developers that could build the game platform during 2008-2009 and after the release in mid-2009 the user base started to increase quite fast on its own. In 2010 however it grew too quickly without us having had the chance to optimize the technical environment and things got really ugly (sometimes making it impossible to logon to the site and play matches). 2010 is known to us as the “dark year” because almost the whole year went into trying to put out fires and optimize the technical platform. All that is history now but it put us back almost one year with regards to our plan and in 2011 we could pick up development where we had to leave it during 2010. At this point we of course had invested all of the funds that had been injected in the beginning of the project and we had to decrease the development team in order not to “bleed” as a company. Still, in 2011 things were progressing quite well when it comes to user growth but we realized that the revenue generated on the project was not enough to keep it running and to keep developing it. We therefore had to focus on building some new features that could help generating revenue. These new implementations were mostly successful but with the small development team we now had it took us a long time to do and other features (such as momentum and FIDA) got delayed even further.

At this point in time (2011) we probably made our biggest mistake, a mistake that has lead to where we are now. Being so heavily focused on the FID world and developing the game experience for our existing user base, resulted in us failing to see and react to what was going on in the gaming industry, outside of FID. When we started the project an online game could become big on its own, simply by having a good concept and through word of mouth between gamers. However, while we had our noses fully dug down into the development of the game those channels started to change. Things such as facebook integration, mobile apps etc. started to change the rules for how a game is able to reach its audience. At the same time tools and technologies for developing games was improved greatly (making it much easier for individuals and companies to develop games). Just go into the App Center on facebook today and search for “football” and you will get something like hundreds of hits. People are bombarded with information and invites to games that friends are playing etc. and the time that a person spends on “evaluating” a new game is much less today than it was a few years ago. Games of today must be very intuitive and also good/modern looking in order for a new user to spend more than just a few minutes on it. Failing to realize this early on and shifting focus to improving the FID entrance (user interface, tutorial etc.) for new users has now resulted in a situation where we can’t spend funds on marketing because the ratio of new users that becomes active is way too low and will never see a return on the marketing investment. And to be honest, even if we had seen this earlier, our limitation in resources would have made it difficult (if not even impossible) to do things differently. This because the most important thing for the game (and also in order to get new users to stick to it) is that we are able to keep the existing user base happy and the development of Momentum/FIDAs/National Teams were some extremely important features for doing so. However, the big mistake that we did was that we did not open the doors and allowed an external investor/partner to get in on the project at an earlier stage. With an investor we could have scaled up the development team earlier and focused on improving the new user and the “old user” experience simultaneously.

Now, almost a year ago (end of 2012) we opened up those doors and started looking more actively for an investor/partner. This is an area that we are in no ways experts on and it has been difficult for us to find where to start looking for such partnerships. Nevertheless we have during this year attracted interest from some VERY big potential partners (you would be surprised if you knew) that realize that what we have created is something totally unique and exciting. Unfortunately the dialogues with these parties have not (yet) given any positive result. On the one hand the financial situation in the world of today has led companies to cling harder onto their money. On the other hand Footballidentity is so unique that it makes the concept difficult to “sell”. It is not a straightforward and already existing concept and it will always feel like a bit of a risky prospect due to this. You know yourself that it is difficult to describe what’s so extremely engaging and interesting about the game to someone who’s never played it, at least using just a few sentences. I am sure that this also creates a hurdle for us when trying to seal a deal with a partner. The few dialogues that we currently have with the potential partners are still open but the big amount of time that the dialogues have taken (without any results) leads us to believe that the chances of reaching a positive result are slim. However, it is also important to know that we have only initiated a very few of these dialogues so far and given the amount of interest we have attracted from such a low amount of initiated dialogues is very encouraging to us. We are certain that there are individuals and companies out there who want to take part in a project like this. We just need to start shooting with a shotgun instead of using a sniper-rifle. We need to initiate many more dialogues and can’t just focus on a few and hope they give us the result.

So, what I basically want to say with this record-long post is that we know that we have so much to thank our community for, but that we really are not just some lazy bastards that sit here counting money all day long, nothing could actually be further from the truth. “Working harder” is only relative to the amount of resources that you have at your disposal. I can assure you that there are not any more minutes of the day that we in the admin team can work with, think about or plan this beloved project. The way to relieve us (and you) from the frustration of not having the muscles to develop the game faster is to focus hard on (combined with having a bit of luck) finding an investor/partner that can help us scale up our team. The list of things we want to do in FID is truly HUGE but until we have more resources we will have to try and prioritize our development work best we can (and currently the focus is very much on trying to improve the experience for new users).

I would also like to take this opportunity to ask the community for even more help smiling If you know of anyone (individual or company) that could be interested in investing in or partnering up with us then we would be very happy if you would connect us with them. It might just be such actions that help us reach this kind of partnership faster. Footballidentity has a huge potential if it is allowed to grow. The revenue generated (per active member) is very good but with the small amount of active users that we currently have it is not enough to keep a bigger development team. But if the game is only improved (especially within the area of new user experience which is currently in need of a big improvement) and allowed to grow there is truly a great business opportunity for a potential investor/partner. We are sure that we will get there eventually but just as you guys we want to get there as soon as possible!

And finally, once again… thanks everyone for all your support! If this project is our child then you are all our grandchildren Woot
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FIDAdmin1
#25 Posted : Friday, October 25, 2013 10:27:05 AM



Head Staff Medal: Medal rewarded for being part of the Head Staff at Footballidentity

Rank: Administration
Joined: 4/1/2009
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We feel that we are a bit on a roll now for a change smiling The ongoing World Cup is already a true success, the leagues are now more competitive than ever (following merges, closing and opening of leagues etc.), the statement about the new footballer development curve was met with a lot of positive feedback and we see a lot of old users returning to the game. With this in mind we thought we’d bring you another present that we hope will be appreciated smiling

“Normalized” Randomness

When browsing different parts of this forum it becomes quite obvious that there is still some frustration emerging in the community related to the “randomness” of the Match Engine. Comments about whole matches being decided due to “really bad luck” are frequently appearing in league forums etc. Now, I think many of you agree that the Match Engine is a whole lot better than before, especially when it comes to how users can influence their own success (mostly thanks to momentum), which now makes it less important for “randomness” to play such a big part. Of course randomness will still have to play a decisive part in FID, that is inevitable, but it doesn’t have to be as extreme as it has been up until now. As you can imagine the earlier versions of the ME (before momentum) required randomness to be a very strong influence in order not for the best skilled player to always win against a lesser skilled player. But now we feel it is time for a “tweak” in this area.

What we are planning to do is to implement a solution that is a bit similar to what some people have been asking for over the years. We aim to implement something that can be described as a “weak normalization of Randomness”. What this means is that we intend to make it so that the more extreme cases of bad (and good) luck will be less frequent. A truly normalized curve would be way too strong as you can see from this example of a true normalized curve:



Therefore we intend to implement a solution that is similar to the behavior that a normalized randomness would give but much lesser in strength. We have not yet decided on the details but this is an EXAMPLE of how such a curve could look:



So what would this mean for someone playing a Footballidentity match? Well, it means that the really bad situations (you often call them red stars or one stars) would be less frequent (but so would the gold stars or three stars as well) in all situations that contain some kind of randomness (fights, dribbles, shots, passes, receives, saves, punches, pass/shot quality etc.. Don’t misunderstand though... THESE CASES (RED STARS ETC.) WILL STILL APPEAR! It is just that they will appear more rarely and therefore randomness should play a less intrusive role in deciding for example the result of a match.

As mentioned in my latest blog post we have a huge amount of things that we want to do but we need to prioritize our work. Top prio has the Footballer Development Curve changes (together with site improvements for new users but that is a separate development track) but we also want to try and squeeze this new “normalized randomness” into our agendas in order to release it within a few weeks from now. Of course some of you always comments that we should not release things mid-season but I hope you agree that this kind of improvement does not have to wait until the end of the season to be deployed since it is really not a change in how the game behaves in that sense. It is important that this community continue driving on this energy that is currently buzzing all over the place and this thing will be an important factor in maintaining that energy.

I also want to make clear that we intend to work on improving the Match Engine even further in order to give users even more chances of influencing their success during matches (many of these things has been mentioned before) but we will have to take one step at a time.

As always we are very interested in receiving your input on these kind of things before we implement them so please share your views on this in this topic (also please share with us if you are positive about this change since such information is just as important as if you have some objections to the suggested solution): http://forum.footballide...2687757&#post2687757



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FIDAdmin1
#26 Posted : Saturday, November 30, 2013 6:06:48 PM



Head Staff Medal: Medal rewarded for being part of the Head Staff at Footballidentity

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Joined: 4/1/2009
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Sick of excel-sheets and calculations Sick


An extremely hard period is about to end. The New Training Curve implementation has been extremely exhausting for the admin team. Long nights and a lot of hard and difficult discussions has been varied with detailed analysis, simulations and calculations. This task has been far from fun for us but the task itself had to be done for the good of the game. There hasn't been even one easy question during the process... What should the new training curve look like? How much increase should a footballer get in each age and how should footballers decrease in different ages? What age should be the peak and what should a footballer look like at his peak? No easy questions but probably easier than other questions like; What to do with old footballers that are clearly overpowered? What to do with already created footballers of different ages? What additional Exp should they get and how do we calculate it? How will users with footballers in different age groups feel depending on our decisions?

It is safe to say that these questions have no "right answers". What we can say for sure though is that we have spent numerous hours analyzing and discussing all of them and in the end had to take the decisions that we ourselves think were the "most right ones". In the end we know that not everyone will be happy with our decisions but we hope that we have made most of the community happy and proud of us. At least we are proud of ourselves having managed to endure this ordeal and we are also proud of the decisions we have finally been able to take.

One issue still remains before we can put this task behind us for now. It seems we have made some mistakes in our formulas that has resulted in too low Exp being added to some footballers. This will be top prio during next week and we feel certain we will be able to rectify this by adding the "missed" exp and reopening the adjustment for those footballers that has been effected by this. After this has been solved we hope that time will show that our decisions were the "most right ones" and that it will be a huge improvement for FID in the long run.
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FIDAdmin1
#27 Posted : Friday, August 22, 2014 4:02:00 PM



Head Staff Medal: Medal rewarded for being part of the Head Staff at Footballidentity

Rank: Administration
Joined: 4/1/2009
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Location: Malmö
The Admin team and the current development

It doesn't happen too often but sometimes I just get astonished by how things can be completely misunderstood and misinterpreted in an online community such as ours. When looking at the current discussions in some threads it is obvious that many in the community has gotten a totally wrong picture of what we in the admin team are spending our time on. In every other post someone mentions the "3D ball" as something that we are focusing our time on. This couldn't be further from the truth! There has been extremely little development going into the 3D ball and we could say we have been spending something like 4-5 hours on it during the 2 last months. The 3D ball was (what we believed to be) a simple development effort that would generate a nice boost in visuals. Instead we are (as mentioned before) focusing all our energy on new user retention. We need to improve how many of the registered users that becomes active users, otherwise we can simply close up shop and stop development all together because there is no way we can financially justify developing the game if we are not able to turn new users into active users. This is why our plan (as communicated before) looks as follows:

1. New Menu System

Let's just face it. Our current menu system is really confusing, even for more experienced users. How on earth are new users ever going to find their way around our game if the menu system is confusing? Just look at the top menu... MY FID, FID WORLD and FIDA... what does those options mean to a new user that just registered to FID... nothing. And add to that that we currently have 4 levels of menu options and you have an even worse case! This is a huge mistake by us in the admin team and we need to rectify it if we are ever to make FID grow and get populated by new users.

We have been working on finding a much more improved menu system (less confusing, nicer and modern looking). Designing such thing (even before we started programming) has been a very big task and it has consumed most of the admin team for a long time. But we (just as many people from the community who has stated that the menu system is a big problem) are sure that this has to be done as soon as possible.

We are very excited about the new menu system and site layout that we have come up with and we have started implementing and converting some main pages into the new system. We have some minor design questions to iron out but after that we hope to be able to post some design mockups to the community.

2. New User Tutorial

Now, as soon as we have a new menu system we can start designing and implementing a tutorial system that will help new users finding their way (step by step) into FID. This need to be implemented as soon as possible but we can't do it before we have our new menu system and site layout in place since that would mean the tutorial would have to be remade again after that.

ME development

Regarding ME development we are currently working on a fix that will stop users from positioning themselves inside their own penalty area on a goal kick. There are some other bugs that we would have liked to fix but that are unfortunately very difficult to fix and we don't have the resources to do it now (we need to focus on the new user retention).

Something that is very frustrating to us though is that we hear from some users that "ME has a lot of important bugs" but the fact is that we can't really see that many important bugs ourselves. Sure there are some bugs here and there but they are not really effecting game play in a major way (except for maybe the goal kick issue mentioned above). Therefore we cannot justify spending time on those issues instead of the new menu system and tutorial since that might hurt us so much (new users still not becoming active) that the whole project could be in danger. But, since we are hearing from users that there are "so many important bugs in the ME that hinders game play" and since we could be "missing something", we urge our community to create a list in the bugs forum with all those important and game play effecting bugs so that we can get a good overview of the issues that the community is seeing.
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FIDAdmin1
#28 Posted : Tuesday, December 16, 2014 10:31:19 AM



Head Staff Medal: Medal rewarded for being part of the Head Staff at Footballidentity

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Joined: 4/1/2009
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I saw a post from someone in the forums asking for another one of these "blog posts". I honestly didn't know if people wanted more of them so I haven't felt the need to make another one in a while but seeing as I'm having a fan out there now I guess I should step it up a notch smiling

So, what to talk about today? What's in my head really? Well, first of all I think about testing... then testing... and then I think about testing some more. Over the past weeks we've built up a list of totally 200 issues (big and small) as we've been working out the new site design. The result of our efforts is soon to be revealed and put in the hands of the community and I am extremely excited about how it looks and behaves. I'm especially excited about the Quick Nav functionality that we hope will improve activity and interaction between experienced users but more importantly should help guide new users as they take their first trembling steps into he FID world. Not to forget that the new, 10 times more intuitive, menu structure and menu icons now has made me nearly vomit when I visit our current site with the old menu structure. I have spent so much time with the new upcoming site that it shows me so clearly how unintuitive our old site is because I am actually myself having a hard time finding what I'm looking for there. Of course it is bad that we have been having it like this for some time now but I think my own experience in this matter is a sign that there is a true improvement around the corner.

Now, if I try to put this testing away for a second and think about something else, then what's in my brain? Well, I can't help but thinking about these comments that's still made by some people about the 3D version of the ME. A few people are talking about it as something that was a bad idea but I think those people are very shortsighted. The 3D version of the ME is a really good idea, especially since it was such a minor effort from our side. After we released it on the testcenter I went in there and played a lot and spoke to many different users who were super-excited about the new version. It is the last thing that makes the ME look like something that has been designed in a modern internet era because unfortunately the 2D version of the ME is ruining that illusion. The people that are criticizing the 3D version of the ME seems to be looking only at what they themselves experience in a match without realizing that the main problem that Footballidentity stands before is to grow and bring more people on board to make this world a more live and vibrant one. That's why the new site design is so important and that's why the 3D ME would be good idea. As I said it would have been a good idea (especially due to the little effort involved) if it hadn't been for the fact that it for some reason, still unkown to us, increased lagging Sad We have tried to find the reason to this but without success and therefore we currently do not know what to do with this functionality...

Now, looking ahead then the big next step for us is to create a new user tutorial. This is a task that we are hoping to get the help and input of the community on because it is very important that we get it right. The community knows the new user experience better than we do and as soon as we can put this current big step behind us we hope to open up a discussion about the tutorial in the forums.

On a side-note I am really happy to have Michael Cameron onboard as the IFIDA president. There were some really strong candidates for the role this time but the reason why Cam was the perfect choice for this role is because he has proven a very solid member of the community for a long time and a person who we know to trust wholeheartedly. I hope that the other applicants will still be interested in taking part in the IFIDA alongside Cam and I think he will be more than happy to bring in other people to his team of that caliber.
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